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Topic: Drug mechanic rework  (Read 2263 times)

gh0un

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Drug mechanic rework
« on: September 30, 2013, 06:55:13 pm »
I believe the current drug mechanic to be lackluster.
People prefer to use the type of drug that has many positive effects and as little negative effects as possible.
We then mix a few drugs to compensate for the loss of stats from other drugs.
The addiction part of using drugs is completely negligible. This feels very lackluster to be honest.

My suggestion is to rework the drug mechanic the following way.
1. Make drugs better across the board.
2. Dont give drugs any negative effects on use.
3. Increase the penalty for being addicted to a drug
4. Keep the addiction permanently
5. Implement a serum (that is easy to farm/craft) that removes any addiction, but which also renders your character immune to any drugs for the next few hours

If someone decides to use drugs to enhance his character, he should be able to do so in a meaningful way.
Once he is addicted however, he will have to deal with the consequences: he will have to use the drugs constantly to get rid of the negative effects and to gain the positive effects.
Make the drugs last relatively short, 5 minutes at most.
In order to not turn this mechanic into something that forces the player to constantly farm mats for drugs to even play his character, we introduce the serum that removes any addiction, but we also introduce a downside to this serum in order to not render the addiction mechanic useless.
The downside of the serum prevents people from using drugs and then the serum to circumvent the negative effects, and drugs again in a relatively short time span.

If you use drugs you will be buffed a lot. Drugs that increase HP, damage resistance, stats, AP, etc etc. They have no downside.
You will be addicted instantly and if you want to keep being buffed like this you will have to chuck down those drugs constantly.
If you then decide to go clean again, you can take the serum, but it will render your character immune to any further drugs for something like 10-20 hours.

The chem reliant trait would now mean that you are immune to the serum (you cannot remove the addiction), but the drug duration could be increased to something like an hour.

The current drug mechanic definitely feels lackluster and the addiction part is negligible.
My suggestion would buff drugs quite a little bit, in return for putting more emphasis on the addiction part.

« Last Edit: September 30, 2013, 06:57:53 pm by gh0un »

Perteks

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Re: Drug mechanic rework
« Reply #1 on: September 30, 2013, 08:19:23 pm »
You want to make something like requiem or TLA drugs, one use and change to next alt. Just no

Bluepanda

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Re: Drug mechanic rework
« Reply #2 on: September 30, 2013, 08:21:46 pm »
I believe the current drug mechanic to be lackluster.

Drugs are kinda fine at the moment.

I would advocate a buff to mentats maybe to give them a more viable combat use, but that's about it.

gh0un

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Re: Drug mechanic rework
« Reply #3 on: September 30, 2013, 08:27:08 pm »
You want to make something like requiem or TLA drugs, one use and change to next alt. Just no

Switching to alts is a completely different problem and needs to be taken care of somewhere else.
You die in TC combat, you relog with an alt.
You get killed while farming a mine, you relog to alt to get revenge.
You need a specific skill/crafter/whatever, you relog to an alt.

The alt problem is there, but i dont see how that is relevant, when switching to alts breaks the game on so many levels.

Perteks

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Re: Drug mechanic rework
« Reply #4 on: September 30, 2013, 08:41:18 pm »
You don't get it, there is a lot of ppl even PvP players who play on one character, and after effects of drugs just can't let them play normally. In that way you must change character just to play normal.

And i don't think much of ppl relog so fast like you said.
TC fastrelog is illegal and for sure ban for player later for faction prevents its pretty good right now.
You kidding with that crafter ? 100 science 100 repair you craft nearly all stuff and there is books for it.

Try to play more before you make some suggestion like that. For sure it won't be changed because a lot of ppl make drug specialised builds

gh0un

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Re: Drug mechanic rework
« Reply #5 on: September 30, 2013, 08:48:42 pm »
You don't get it, there is a lot of ppl even PvP players who play on one character, and after effects of drugs just can't let them play normally. In that way you must change character just to play normal.


And thats where the serum kicks in. You use the drugs for a TC fight or whatever, and then you are addicted.
If you now decide that you want to play more normal (without drugs) you can use the serum, but this will prevent you from using drugs again for a certain duration.

Currently there is NO drawback to drugs. There are drugs that have negative effects, but that only means that people will only use the drugs that have the most positive effects combined with the least negative effects and thats it.
We keep chucking down jets with cigarettes, psycho, buffout and nuka cola, combining all of them to get the most out of them and to keep the negative effects as low as possible. Addiction? Who the fuck cares about the current addiction system? No one cares.

If you decide to use the drugs, you should feel the addiction drawback, its as simple as that.
However, the current system would feel too punishing (if we added a stronger addiction malus on top of the negative effect of the drug itself), which is why i propose to buff drugs to only have positive effects, and to put more emphasis on the addiction part of the system.

As far as i have seen Kilgore is making pretty drastic changes to the game, and those are the reason (for the most part) why fonline reloaded is so much more engaging than the other fallout online games. There is absolutely no reason to not look at core mechanics like the drug system and to weigh whether a change to that system would make the game better or not.
« Last Edit: September 30, 2013, 09:03:19 pm by gh0un »

Imrin

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Re: Drug mechanic rework
« Reply #6 on: September 30, 2013, 09:12:09 pm »
If drugs are buffed, specifically in the way you want them to be, non-drug builds would cease their viability in PvP. This would give stronger factions in the game, particularly factions successfully in TC, and specifically my own faction, a huge advantage over all others. To prevent this, drugs would need to be hugely reduced or entirely removed from TC loot, which would only make TC loot even more useless than it is now, discouraging TC in the first place, ergo discouraging PvP.

As-is, drugs are very optional and do not give an advantage over other, non-drug builds, other than permitting more gimmicky (and usually less viable) builds. You would defeat this and make them mandatory, except only already-powerful players and factions would have a steady supply whereas less-off factions and players would be at an enormous disadvantage. This discourages a competitive environment, which is counter-conductive to the apparent focus of FOnline: Reloaded. If not that, then a competitive environment is discouraged anyway, as balancing this would defeat the purpose of other PvP-encouraging mechanics.

FrankenStone

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Re: Drug mechanic rework
« Reply #7 on: September 30, 2013, 09:38:26 pm »
nay drugsytsem is good as it is .

chemreliant and mentats and 2aps gone when u are adiccted ....